And people's dislike of instant fast travel has nothing to do with with their love of morrowind or dislike of oblivion, i explained some of the things people like/dislike about the systems on the previous page, b ut i think this forum dweller has said it the best:
Recall had some cost to it:
* Time needed to find.
* Money to buy.
* Only one destination.
Compare to "cost" of Oblivions fast travel:
* 1 second feather spell lasts anywhere you want to go.
Balanced?
In any case, I don't think recall was used as a teleporter the way you think - getting around on the map. We had fast travel for that. Except it was fast travel with options, and not free. Recall I believe was mostly used to get back to you cart at the start of the dungeon, or any important location within the dungeon you wanted to reach fast. Unlike Morrowind and Oblivion, these were very confusing dungeons.
I've suggested solutions to fast travel system which incorporates oblivion system in a way that makes sense, where the whole point is "there is no such thing as a fast, no cost, free of risk, exploitative trip". When their options are set (once and for all, and even have a save button for setting default, just in case they need to make an exception), it will be exactly the same for them as it is now - except it has some kind of cost and no exploits. But that is somehow not good enough, and they prove that that don't care about other suggestions or don't read other posts (the previous one) by posting "if you don't like it, don't use it". It's ridiculous.
The point in ANY game (particularly RPGs) is to present a challenge in a balanced fashion where just about anything is some sense of compromise.
But it's not only fast travel that is problematic. See the magic system. Many complains that the spells are not powerful enough. At the same time, they don't want to trade away regenerative magicka for more powerful spells. I see this in other games too, where everyone just wants the good stuff and none of the bad. I.e. a mod called ACE for Arma2, they added a backpack system that allowed you to carry a lot of useful items, but to rebalance they also added a weight and stamina system to get penalties for packing too much. People complained like mad In the end it became an option for the mission designer - backpack with stamina system, or no backpack and no stamina system. It's the same here; to make the game more attractive they made magicka regenerate, but was forced to reduce the spell effects to rebalance.
In the fast travel case, you just scream "if you don't like it, don't use it". If a proper system was made, it would be trivial to mod it into whatever we'd like. But without it, it's really hard, since the game is so much based around it. How can you have a time sensitive mission with the current fast travel? It fails before it is crafted. Games like Red Dead Redemption has a travel system, and fast travel is part of that system. It has a (too) tiny cost by having to setup camp. Arma2 which is much much larger has fast travel systems in their more casual game modes - Warfare allows you to travel to previously taken towns, but it takes a while to fast travel there - Domination allows teleportation by moving a vehicle into location but can be destroyed by the enemy. Everything is balanced with a cost - in Oblivion there is squat cost (just gains actually).
In the magicka regen case, people accepted that spells are less powerful. There is nothing they can do about it (other than modding). And yet it works. Personally I think regenerative magicka is extremely weird - it's *magic* we're talking about for crying out loud! Gamers will adopt to a lot, and adventurers can take some beating. If pleasing the reviewers is the goal, the game made a wrong turn somewhere.